/Engine/Source/Runtime/Net/Core/Public/Net/Core/Connection/EscalationStates.h
Base struct which defines an escalation state, which is subclassed to implement custom state variables and (de-)escalation quota's. NOTE: Subclasses must also implement theTEscalationStateStaticsinterface.
struct FEscalationState : public [FStateStruct](API\Runtime\NetCore\Net\Core\Connection\FStateStruct)
TArray< int8 >
AllTimePeriods
Cached value for all different time periods in this state
int16
AutoEscalateTime
The amount of time, in seconds, spent in the current severity state before it automatically escalates to the next state
bool
bDormant
This escalation state is considered to be dormant/inactive - and the escalation manager may no longer need ticking in this state
bool
bLogEscalate
Whether or not to log when escalating to this state
int16
CooloffTime
The amount of time, in seconds, before the current severity state cools off and de-escalates
int8
HighestTimePeriod
Cached runtime config values (UPROPERTY's are copied to FEscalationManager.State during ApplyState, everything else is not) Cached value for the highest time period in this config state
friend
UEscalationManagerConfig